added classes for client and server state machine
- a client state machine consits out of a 'ClientState' (every state of the machine) and a 'ClientStateMachine' (every state, which consists out of states), the machine starts with the ClientAutomaton - analog for server - started to implement logic for the server, transition from 'Lobby' to 'GameState'
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52
Projekte/mdga/model/src/main/java/pp.mdga/server/Lobby.java
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52
Projekte/mdga/model/src/main/java/pp.mdga/server/Lobby.java
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package pp.mdga.server;
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import pp.mdga.message.client.*;
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import pp.mdga.message.server.ServerMessage;
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import pp.mdga.message.server.UpdateReady;
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import pp.mdga.message.server.UpdateTSK;
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public class Lobby extends ServerState {
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public Lobby(ServerState parent, ServerGameLogic logic) {
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super(parent, logic);
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logic.getGame().addObserver(this);
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}
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@Override
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public void receivedDeselectTSK(DeselectTSK msg) {
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broadcastUpdate(new UpdateTSK());
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}
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@Override
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public void receivedNotReady(LobbyNotReady msg) {
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broadcastUpdate(new UpdateReady());
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}
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@Override
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public void receivedReady(LobbyReady msg) {
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broadcastUpdate(new UpdateReady());
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}
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@Override
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public void receivedSelectTSK(SelectTSK msg) {
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broadcastUpdate(new UpdateTSK());
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}
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private void broadcastUpdate(ServerMessage updateMessage) {
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for (var entry : logic.getGame().getPlayers().entrySet()) {
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logic.send(entry.getValue(), updateMessage);
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}
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}
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@Override
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public void receivedStartGame(ClientStartGame msg) {
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// todo: implement??
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}
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@Override
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public void update() {
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if (logic.getGame().getGameHasStarted()) {
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parent.gotoState(new GameState(parent, logic));
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logic.getGame().removeObserver(this);
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}
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}
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}
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